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gang_hit_points [2016/11/24 17:09] – andrew | gang_hit_points [2016/11/25 13:29] – dave |
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Gangs can heal damage too. Every time they capture a PC or other member of the Restoration Committee, a gang is healed 5 points (even if the prisoner is later freed or escapes). Every time a gang succeeds in a caper when the PC's attempt to stop them, it is healed 10 points. Every time a gang kills a PC or a member of Universal Rescue, or an NPC under the PC's protection, it is healed 5 points. Any session where a particular gang with damage is left alone by the players will allow it to heal 1d6 points. | Gangs can heal damage too. Every time they capture a PC or other member of the Restoration Committee, a gang is healed 5 points (even if the prisoner is later freed or escapes). Every time a gang succeeds in a caper when the PC's attempt to stop them, it is healed 10 points. Every time a gang kills a PC or a member of Universal Rescue, or an NPC under the PC's protection, it is healed 5 points. Any session where a particular gang with damage is left alone by the players will allow it to heal 1d6 points. |
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**Effects of Cumulative Damage** | **Effects of Cumulative Damage** VERSION 1 |
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__Demoralized:__ If a gang reaches 100 to 150 points of damage, it is demoralized and each member suffers -1 on all Spirit checks and any skills depending on Spirit. | __Demoralized:__ If a gang reaches 100 to 150 points of damage, it is demoralized and each member suffers -1 on all Spirit checks and any skills depending on Spirit. |
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__Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit. Members, except for the top leaders, will immediately flee if confronted by the PC's. Each gang should have a secret condition established for it by one of the GM's that if the gang reaches broken status, and that condition is met, the gang dissolves. (Example, perhaps the All-Americans will dissolve if both top leaders are killed, or the Wound Ravens will dissolve if condemned by Archbishop Romano). | __Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit. Members, except for the top leaders, will immediately flee if confronted by the PC's. Each gang should have a secret condition established for it by one of the GM's that if the gang reaches broken status, and that condition is met, the gang dissolves. (Example, perhaps the All-Americans will dissolve if both top leaders are killed, or the Wound Ravens will dissolve if condemned by Archbishop Romano). |
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| **Effects of Damage** VERSION 2 |
| Each time a gang ends a session with a cumulative damage total of 50 or more, it must make a morale check on the following table. Each multiple of 50 damage points imposes a -1 to the roll. |
| The morale status lasts until the end of the next session. |
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| 2d10 Result. Gang Status. |
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| 3 or less. Broken. -3 spirit, extras flee PCs gang dissolves if special condition met, permanent -2 penalty on further rolls on this table. |
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| 4-6 Desperate. -2 spirit, extras must make spirit check or flee |
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| 7-9 Demoralized. -1 spirit |
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| 10-14 Standard |
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| 15-17 Energized. +1 spirit |
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| 18-19 Vengeful. +2 spirit, always make lethal attacks vs PC |
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| 20+ Zealous. +3 spirit, appear on every 2 of clubs PC card, always lethal |
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**The Damage Board** | **The Damage Board** |